Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Kamran
Then theoretically, could you then swap models? Say, creating a Blade weapon but have interchangeable swords? Ultimately I will need to do that regardless... no one wants to play with 1 type of sword. Your idea is very interesting... Skyler York wrote: Maybe just make the view model a VPhysics

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Jeff Fearn
On 8/16/05, Skyler York [EMAIL PROTECTED] wrote: Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. This would rock! What are the limits on

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Tei
El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió: On 8/16/05, Skyler York [EMAIL PROTECTED] wrote: Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment.

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Tim Holt
Basically isn't that all carrying around a small physics prop via use is? Just in that case there's no view model with a hand. Quoting Tei [EMAIL PROTECTED]: El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió: On 8/16/05, Skyler York [EMAIL PROTECTED] wrote: Maybe just make the view

[hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Kamran
I am not to the developing stage yet for my weapons, but conceptually, is it possible that I can use a melee weapon, such as the crowbar, and have it, instead of a 3 foot-ranged gun, have it hit when it detects a collision with an object? -- Kamran A Get Firefox! Safer, Faster, Better.

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tom Edwards
That's how it works anyway, I think? Kamran wrote: I am not to the developing stage yet for my weapons, but conceptually, is it possible that I can use a melee weapon, such as the crowbar, and have it, instead of a 3 foot-ranged gun, have it hit when it detects a collision with an object? --

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Jeffrey \botman\ Broome
Tom Edwards wrote: That's how it works anyway, I think? No, it doesn't actually swing out an arc and only hit things within that arc. It simply projects a box straight out in the view angle and whatever is within range gets hit by it. It wouldn't be too difficult to have the Swing() function

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Kamran
Ah I see, you'd need a box... well, that would suck. I suppose we will have to live with how melee weapons work now. Jeffrey botman Broome wrote: Tom Edwards wrote: That's how it works anyway, I think? No, it doesn't actually swing out an arc and only hit things within that arc. It

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tim Holt
Of course what you really need to have for that swinging weapon is for it to know just where it impacted, and stop swinging at that point. Then play a clunk impact sound at that point, based on what you hit. Could one totally get away from the idea of a swing animation and instead directly

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Skyler York
Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. On 8/15/05, Tim Holt [EMAIL PROTECTED] wrote: Of course what you really need to have for that

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tim Holt
Woo that could be pretty cool. Imagine like a morningstar (ball on chain) as a physics object. The interaction with the world would theoretically be pretty nifty. Just don't ask it to work in a multiplayer game w/lag :^) Quoting Skyler York [EMAIL PROTECTED]: Maybe just make the view model a